Opened 18 years ago

Closed 12 years ago

#39 closed task (wontfix)

Environmental Events

Reported by: Stuart Walpole Owned by:
Priority: Should Have Milestone:
Component: Core engine Keywords:
Cc: Patch:

Description (last modified by Stuart Walpole)

  • Timed Events: Track elapsed time (see Simulation=>Time Elapsed) until event (target time specified in session configuration).
    • Examples: Season Cycle, Day/Night Cycle, Ceasefire
  • Random Events: Similar to timed events, but they can occur at random (frequency determined by things like climate settings and current season).
    • Examples: Weather.
  • Possible effects of event:
  • Set actors to this event group if they have it. (ie trees might have a Winter group where their textures are leafless and snow-covered, or an Autumn group where the leaves are red and golden.)
  • Change light settings to those specified by a lighting group used by the scenario. (eg Twilight, Dawn.)
  • Support for scripted conditional modifiers (perhaps handled through Tech system?). For example, to make Fields have a bonus to gathered resources in Spring and Summer, or units have reduced vision in darkness.
  • Climate effects (eg snow more prevalent in Winter, though it never snows in desert climate).
  • Conditions are affected by the map's climate settings. (For example, it never snows in a desert climate, and there are longer twilights in the northern hemisphere.)

Change History (5)

comment:1 by Stuart Walpole, 18 years ago

Description: modified (diff)

comment:2 by Michael D. Hafer, 15 years ago

Seasons have been taken OUT of the game (at least for Part 1) as per discussions with Jason [aka Wijitmaker].

comment:3 by (none), 13 years ago

Milestone: Environment Demo

Milestone Environment Demo deleted

comment:4 by Andrew, 13 years ago

Milestone: Backlog

comment:5 by historic_bruno, 12 years ago

Milestone: Backlog
Resolution: wontfix
Status: newclosed

We don't plan to do any of this now.

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